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Messages - cremen

Pages: 1 [2]
Can't reproduce / Project dont run from ProjectMan.
« on: February 13, 2009, 07:27:36 PM »

after pressing run button -> appear message box with text: "Some of the essential game files cannot be loaded. Please reinstall the game and try again.".

with any project.

P.S. Win7. WME 1.8.009
P.P.S. ProjectMan log is clean.

ok, it fix helped.

thanks for your time.

This animation are played successfully in DirectX SDK viewer. (loop without any artefacts)

P.S. In Brume C# Engine too.

ok, this is some sources (with some loading errors)
(sources and compiled package is some dirty archive)

points of interests: scenes\albina\scr\scene_init.script, see the comments

albina.IdleAnimName <- bug here
albina.SetAnimTransitionTime <- some tryouts to fix, but not working. 2.8 mb (becouse contain compiled packages)

sorry, more info:
Actors are 3d (*.x-files)

and some code:
Code: [Select]
albina = Game.LoadActor3D( "actors\albina\albina.act3d" ); // mesh = albina.x
albina.MergeAnims( "actors\female\albinas_special.X" );
albina.IdleAnimName = "read";
so bug still present.
but, if this animation is in original albina.x file and named as "Idle", then no bug

WME 1.8.009 bug still present...

Scripts, plugins, utilities, goodies / Re: Icon based dialogues
« on: June 21, 2008, 01:06:33 PM »
a little improove for other users:

in the initializeDialogue method at the end
add little command:

Code: [Select]
and in the reactions.script

add "Init" event like this:

Code: [Select]
on "Init"{
dlgObject.insertIcon("first","icon.png","icon.png"); // insert some real image file instead of icon.png
dlgObject.insertIcon("second","icon.png","icon.png"); // insert some real image file instead of icon.png
dlgObject.insertIcon("third","icon.png","icon.png"); // insert some real image file instead of icon.png

and then you need to show your dialog, use command like this:
Code: [Select]
it will be automaticly started.

this method is more usefull, becouse all icon based dialogs by one per file, you may just call
Code: [Select]
Code: [Select]
and all logic in the one file.

thanx for your engine.

P.S. in my project i renamed initializeDialogue to showdialog

Not a bug / Re: Entity inventory not saved then i live scene.
« on: May 07, 2008, 03:03:32 PM »
ok i do it. it's work. but i found a little bug (?)

i created global variable:

Code: [Select]
global Inventories; // at

// at scene_init.script
if( Inventories["ENT_Box"] == null ){
   Inventories["ENT_Box"] = Game.CreateEntity("ENT_Box");

// at region
if( Inventories["ENT_Box"].HasItem("Some_Item") ){ // <- this code did't compile, syntax error... BUT!
  // do some, but..

// at region
var ent = Inventories["ENT_Box"];
if( ent.HasItem("Some_Item") ){ // <- this code compiled, and work...
  // do some,

i think it is'nt but, but i must...

Not a bug / Re: Entity inventory not saved then i live scene.
« on: May 07, 2008, 08:31:44 AM »
ok. thanks. i'll try it.

Not a bug / Re: Entity inventory not saved then i live scene.
« on: May 07, 2008, 07:08:04 AM »
i.e. at other hand, i must using actor and not entity for it?

Not a bug / Entity inventory not saved then i live scene.
« on: May 06, 2008, 08:15:40 PM »
Is it right behavior?


at OldGuy.script i added code:

Code: [Select]
on "LeftClick"
  if( this.HasItem("Book") ){

on "Book"
  Game.Interactive = false;
  Game.Interactive = true;

and then i give this guy book (Lovely WME Tutorial, i think) and after go to street, and go back... his inventory empty... is it right? (hey, OldGay, give back my book!!!)

P.S. sorry for my pure English.

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